Draft Trainer

Core Set 2021 Limited Quiz

Answered: 0/20
Accuracy: 0
Siege Striker
Average Picked At: 6.00
Total Times Picked: 2
Average Last Seen At: 4.31
Total Times Seen 15
Pro Rating: 2.5
Pro Comment: So, generally, 3-mana 2/2s with Double Strike are a pretty good rate in Limited and most of the time, this will at least be capable of getting there -- though keep in mind that it can only get bigger from its ability when it attacks, so it doesn’t block quite as effectively as most double strikers. But still, this seems like a nice payoff for going wide, and really generates a creature who can represent a ton of damage on his own. Now, tapping down your creatures when you attack is no joke -- it isn’t something you’ll always have the time to do, and oftentimes just attacking with everything is better. However, sometimes you just need to send in one attacker, and this guy can do that for you.
Dismal Backwater
Average Picked At: 8.67
Total Times Picked: 3
Average Last Seen At: 6.79
Total Times Seen 31
Pro Rating: 2.5
Pro Comment: This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Solemn Simulacrum
Pro Rating: 3.5
Pro Comment: The Simulacrum is usually going to get you a 3-for-1, and that’s pretty great. He gets you a land -- which both fixes and ramps you -- and he draws a card when he dies. Provided you can trade him for something, you’re going to feel pretty great. I also love colorless fixing in Limited, and this is an excellent example of that. He isn’t going to win you the game outright or anything, but the value Solemn Simulacrum can give you is amazing.
Ugin, the Spirit Dragon
Average Picked At: 1.50
Total Times Picked: 2
Average Last Seen At: 2.00
Total Times Seen 1
Pro Rating: 5.0
Pro Comment: He costs a lot of mana, but if you play him, you’re going to win in almost every situation, and that’s not something you can say about most cards. It will be virtually impossible for your opponent to not get their board wiped by his -X, and then you can just tick him until he wins the game. The mana cost is a big hurdle, but it is one worth jumping over.
Lorescale Coatl
Average Picked At: 5.50
Total Times Picked: 4
Average Last Seen At: 4.69
Total Times Seen 21
Pro Rating: 3.0
Pro Comment: I always like this card when it gets printed! A 3-mana 2/2 that grows progressively larger as the game goes on is nice, especially because you don’t have to contribute any resources to it getting larger. The Coatl gets better the more card draw you have, but even just a +1/+1 counter every turn is pretty nice. Now, the Coatl is pretty inefficient initially, and there will definitely be times where you play this and your opponent can kill it for 1-2 mana, and that’s going to be pretty rough.
Library Larcenist
Average Picked At: 8.88
Total Times Picked: 17
Average Last Seen At: 6.91
Total Times Seen 102
Pro Rating: 2.5
Pro Comment: This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Forest
Average Picked At: 13.50
Total Times Picked: 4
Average Last Seen At: 10.50
Total Times Seen 51
Light of Promise
Average Picked At: 12.00
Total Times Picked: 1
Average Last Seen At: 6.06
Total Times Seen 24
Pro Rating: 0.0
Pro Comment: I would advise against play this. If you’re new to my set reviews, you may not know that I absolutely hate Auras that don’t give me some kind of value that actually adds to the board. This is an Aura that does absolutely nothing on its own. You have to have life gain around -- and even though the BW deck in this format is about gaining life, I’m still not interested in an Aura that makes me do extra work to get a bonus. Putting it on something with lifelink is tempting, but I’m going to resist that temptation. I realize that the creature gets absolutely huge as you gain more life, since it gets a counter for every single point of life you gain, but the investment here is huge, risky, and requires some serious help to be worth it. I’m not interested in all of that when I’m putting a 2-for-1 on the line.
Pursued Whale
Average Picked At: 7.00
Total Times Picked: 1
Average Last Seen At: 3.33
Total Times Seen 3
Pro Rating: 4.5
Pro Comment: This is a nice efficient creature, but being a 7-mana 8/8 isn’t what makes this impressive. Giving your opponent that 1/1 token is pretty nice. It has a little bit of upside for your opponent -- after all, you are giving them an extra body -- but it also has the significant downside of making all of your opponent’s creatures attack, right into this 8/8 body and whatever else you have on the board. There will certainly be times where your opponent would have been attacking anyway, and that’s going to suck -- but a decent amount of the time, this will force them to attack before they want to, right into your board, at which point the game might pretty much be over. The Whale also is hard to kill with removal spells because of all the extra mana it asks for to target it -- adding 3 to the cost is no joke, and it means that even if things go badly and the Whale is killed right away, you aren’t taking a huge tempo hit, because it is likely your opponent is paying at least 5 mana to kill it, and usually more.
Carrion Grub
Average Picked At: 5.00
Total Times Picked: 1
Average Last Seen At: 5.79
Total Times Seen 31
Pro Rating: 2.5
Pro Comment: So, how high does the power need to be here for you to feel like you’re doing alright? Well, honestly, a 4-mana ⅖ is a decent enough deal -- especially when it mills you four cards and enables ograveyard strategies like this can, and I think most of the time you won’t have a problem getting this to be a ⅖, and it will often be larger. It doesn’t have evasion or anything, but the self-mill and good blocker -- which can later become a better attacker potentially too -- is pretty nice. I like that they decided to let its power continue to change while it is in play, instead of simply having it check what the highest power is when it comes down, too. This may have some potential combat-trick-esque effect -- say, if you can sacrifice a creature or discard a card or mill yourself at instant speed, and suddenly bump its power up.
Heroic Intervention
Average Picked At: 3.33
Total Times Picked: 3
Average Last Seen At: 6.20
Total Times Seen 6
Pro Rating: 2.0
Pro Comment: People get excited when they see these two powerful keywords, but this card wasn’t all that good in Limited last time, and I don’t see that changing. The keywords are undoubtedly powerful, but the card is more situational than it might seem at first. Those two keywords are useless in the majority of situations, and only come in hand in response to a removal spell, or in combat. Even in combat though, this effect will sometimes just functionally be a fog, because you would need creatures that are big enough to kill your opponent’s creatures in combat to make the use of this card meaningful, otherwise you’re just going down a card and delaying the inevitable. Now, all that said, I don’t think this is unplayable or anything -- I just wanted to start harshly on the card because I know it is the kind that some will overrate. In the end, it is definitely situational, but I think it is an alright card to have as the 23rd or 24th card in your deck. It can operate as a Fog, or as a combat trick, or as a way to counter a removal spell -- none of those things are very good most of the time, but this still does enough to make the cut.
Brash Taunter
Pro Rating: 4.0
Pro Comment: A creature that can just block forever and can’t even kill most things in combat just isn’t worth it -- but the rest of the text here is nice, because it means that blocking forever is bad news for your opponent, since the Taunter will do some considerable damage to your opponent when it blocks their creatures. This is further augmented by the fact that you can fight with the Taunter, so even if your opponent stops attacking with their biggest creature out of fear, the Taunter will still pick a fight with it, and that is going to give you a source of some very serious damage. You can even Block something AND fight it all in the same turn -- which means he can actually take down X/2s, which might matter sometimes. He is tough to race, but not unbeatable – common Flyers and several common removal spells in this format can deal with him.
Sanctum of All
Average Picked At: 6.00
Total Times Picked: 1
Average Last Seen At: 3.67
Total Times Seen 12
Pro Rating: 0.0
Pro Comment: This is cute but not worth going down the rabbit hole for. You just won’t get enough Sanctums for it to be worth it. Searching them up is cool, but generally by the time you have mana for this you’ll have found the others, and you’re basically never getting six or more shrines in play to get the bonus going.
Niambi, Esteemed Speaker
Average Picked At: 5.40
Total Times Picked: 5
Average Last Seen At: 4.36
Total Times Seen 15
Pro Rating: 3.0
Pro Comment: Okay so, there really aren’t going to be enough legendary cards in this format for her second ability to work, so mostly what you’re paying for here is the 2-mana 2/1 that can bounce one of your creatures and gain you some life. As always with this type of effect, it is particularly nice to bounce something with an ETB ability, or a creature shut down by an aura-based removal spell. So, mostly she is a difficult to cast Goblin Piker with some decent upside.
Crypt Lurker
Average Picked At: 13.33
Total Times Picked: 3
Average Last Seen At: 7.27
Total Times Seen 91
Pro Rating: 3.0
Pro Comment: This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Infernal Scarring
Average Picked At: 11.25
Total Times Picked: 8
Average Last Seen At: 8.67
Total Times Seen 111
Pro Rating: 1.5
Pro Comment: I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Revitalize
Average Picked At: 12.90
Total Times Picked: 10
Average Last Seen At: 8.93
Total Times Seen 118
Pro Rating: 0.5 // 2.0
Pro Comment: This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Fierce Empath
Average Picked At: 9.00
Total Times Picked: 1
Average Last Seen At: 5.33
Total Times Seen 17
Pro Rating: 2.0
Pro Comment: So, to some extent, we can compare this to Elvish Visionary, a card that is always a solid Limited playable. The Visionary is a two mana 1/1 that draws you a card -- the Empath is a 3-mana 1/1 that draws you a card. Obviously the main difference there is that the Visionary draws you a random card from your deck, while the Empath searches up a big ol’ creature. Additionally, there are some real pros and cons there -- with the Empath, if you don’t have something to find, you’re going to be really sad with what you have -- while the Visionary always does something, but it isn’t guaranteed to draw you a big creature the way the Empath is. So, where does the Empath fall with all that said? Well, I think most Green decks will have 3 or so targets for this, and if that’s the case, the Empath is a solid playable. Grabbing your best big creature with this is going to feel good a lot of the time -- I mean, that’s often what you’re hoping you draw with extra draws in the late game anyway, right? But the downsides of the card do keep it from being more than just a solid playable for me.
Massacre Wurm
Average Picked At: 2.50
Total Times Picked: 4
Average Last Seen At: 2.50
Total Times Seen 4
Pro Rating: 5.0
Pro Comment: A 6-mana 6/5 that gives -2/-2 to only your opponent’s creatures is very powerful. Obviously this can kill X/2s outright, but you can also set up situations where he comes down and kills bigger things too, if you attack your opponent and they block in various ways. The life loss is no joke either, and -- as the name implies, this can really massacre the board and your opponent in many scenarios. You can also play it in your first mainphase to enable attacks, and then force your opponent into ugly blocks they have to do to survive, while they still lose life. Sometimes it will just be a 6/5, but that won’t happen often, and as far as fail cases go, it could be worse!
Hunter's Edge
Average Picked At: 4.00
Total Times Picked: 12
Average Last Seen At: 3.75
Total Times Seen 47
Pro Rating: 3.5
Pro Comment: We see cards like this a lot, and they’re always pretty good removal spells for Green decks. They come with the downside of usually being pretty clunky and risking a 2-for-1, so be careful when you cast it. The good news here is that this straight up does damage and isn’t a fight effect, so you don’t need to end up with a creature just the right size to survive fighting something else. It also means that the creature you use it on will be able to attack right away more easily, since it won’t have taken any damage.
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